Flip on the caps/extensions, use their presence to turn on bindless just like
descriptor_indexing, use the buffer flag to indicate UAV access, and fix up
the getter to return the kind of data we want.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28028>
For a dGPU, we should have:
1. RAM
2. RAM + write-combined CPU access
3. RAM + cached CPU access
4. VRAM
Eventually there'll be VRAM + write-combined CPU access after 4, using "GPU upload heaps"
For an iGPU, we should have:
1. RAM (declared as device-local)
2. RAM + write-combined CPU access (declared as device-local)
3. RAM + cached CPU access (declared as device-local)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26037>
Add a driconf to force the swapchain size to match
`VkSurfaceCapabilities2KHR::currentExtent` as a workaround for
misbehaved games
Fixes: 6139493ae3 ("vulkan/wsi: return VK_SUBOPTIMAL_KHR for sw/x11 on window resize")
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24818>
this is a separate patch as it's won't affect the code style
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Acked-by: David Heidelberg <david.heidelberg@collabora.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23577>
This was effectively happening *anyway* because WSI init was calling
functions that needed a D3D12 device around to be able to answer.
Just remove the whole song and dance of maybe not having a device.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23658>
Vulkan says you can do things like image resolves or blits on transfer
queues, but D3D only allows literal copies. We could try to emulate
a Vulkan transfer-only queue backed by multiple D3D queues, where we
use the copy queue when possible but fall back to compute when needed,
but let's wait until there's a good reason to do that...
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23218>
Forcing bindless on is nice for apps that don't use EXT_descriptor_indexing,
but for the CTS, whenever EXT_descriptor_indexing is supported, it's used.
To be able to more thoroughly test the not-bindless path, add a debug flag
to turn it off.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23218>
Vulkan's concept of dedicated resources is dangerously close to
D3D12's concept of a "committed" resource, where the memory and
resource are inextricably tied. This is a minor optimization,
but will start to be more important going forward with external
memory.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22879>
These are unneeded. Events can't be used to indefinitely stall work
like you can with a semaphore or timeline semaphore. The signals
still need to happen so that execution will modify the state that
can be polled from the CPU though.
Fixes dEQP-VK.synchronization.basic.event.single_submit_multi_command_buffer
Fixes: 04fa6c71 ("dzn: Batch command lists together")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22842>
In theory, ResolveSubresourceRegion should be able to resolve just
the depth or just the stencil. In practice, WARP had bugs, which
means that was never tested, so just do it via blits.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22836>
Previously, custom buffer descriptors were owned by a descriptor set. Now,
custom buffer descriptors are owned by the buffer. Additionally, we respect
the app-provided sizes when they're smaller than the buffer size, even if
robustness is not enabled, so that size queries work correctly.
This new design fixes several issues:
* Descriptor set copies were broken when they involved custom descriptors,
because the original descriptor set owned the lifetime of the custom
descriptor, the new one was just borrowing it. If those lifetimes didn't
line up, problems would arise.
* A single buffer with the same sub-view placed in multiplel descriptor sets
would allocate multiple slots, when it only really needed one.
* Custom buffer descriptors now lower the base offset to 0 to allow merging
multiple overlapping (ending at the same upper bound) descriptors. Since
the shader is already doing an offset add, making it nonzero is free.
* Dynamic buffer descriptors were incorrect before. The size passed into the
descriptor set is supposed to be the size from the *dynamic* offset, not the
size from the static offset. By allocating/populating the descriptor when
placed into the set, it prevented larger offsets from working correctly. This
buffer-owned design prevents cmdbufs from having to own lifetime of custom
descriptors.
Fixes dEQP-VK.ssbo.unsized_array_length.float_offset_explicit_size
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22639>